Quinn Posted November 30, 2010 Author Posted November 30, 2010 Yeah, after the 4 golems, the two zombie groups, and the Head Cultist. Speaking of which... Since Dead Head is closest to the Head Cultist, the four golems turn their attention to him. This is going to hurt... 1d20+6=11, 1d20+6=9, 1d20+6=7, 1d20+6=9 ...or not. >.< If any of those could possibly hit, take the respective DC 21 Toughness saves. Next up, those ten zombies are homing in on Dragonfly! Oh noes! 1d20+1=5, 1d20+1=11, 1d20+1=10, 1d20+1=9, 1d20+1=12, 1d20+1=13, 1d20+1=3, 1d20+1=12, 1d20+1=14, 1d20+1=14 Wow. These bad guys just can't catch a break...if any of those hit, take the respective DC 16 Toughness saves. NEXT ROUND! Head Cultist takes another Total Defense action as he channels, if Dead Head's still up (which is most likely) I need another Knowledge: Arcane check as something special happens (to be detailed in the IG post), and Ironclad's up!
Quinn Posted November 30, 2010 Author Posted November 30, 2010 Cheat Sheet v4! 20 -- High Cultist -- uninjured 16 -- Ironclad -- uninjured, 3 HP now 13 -- Dragonfly -- uninjured, 2 HP 13 -- Push -- uninjured, 4 HP 9 -- Cobalt Templar -- uninjured, 3 HP 9 -- Dead Head -- uninjured, 2 HP 9 -- Mutt -- uninjured, 0 HP (minion, uses DH's HPs) 9 -- Flesh Golem -- 1 Injury 9 -- Flesh Golem -- 2 Injuries 7 -- Flesh Golem -- 1 Injury 2 -- Flesh Golem -- uninjured 2 -- Zombie Group 1 (5 Unharmed) 2 -- Zombie Group 3 (5 Unharmed)
Dr Archeville Posted November 30, 2010 Posted November 30, 2010 None of those hit, and even if they had, DH's Impervious 10 would have protected him. Knowledge (Arcane) check (1d20+5=25) booyeah!
Quinn Posted November 30, 2010 Author Posted November 30, 2010 Excellente! I will PM you with what you have figured out Of course, you don't know it until your turn. Mwahaha.
Dr Archeville Posted November 30, 2010 Posted November 30, 2010 Knowledge checks are reactions; he knows what he knows as soon as you call for that Knowledge check. Now, he can't act on that knowledge until he goes, that's true.
Quinn Posted November 30, 2010 Author Posted November 30, 2010 Oh. Oopsie. Meh, I sent joo the info. So...yeah ;)
Fox Posted November 30, 2010 Posted November 30, 2010 Next up, those ten zombies are homing in on Dragonfly! Oh noes! 1d20+1=5, 1d20+1=11, 1d20+1=10, 1d20+1=9, 1d20+1=12, 1d20+1=13, 1d20+1=3, 1d20+1=12, 1d20+1=14, 1d20+1=14 Wow. These bad guys just can't catch a break...if any of those hit, take the respective DC 16 Toughness saves. And it's a good thing, too, what with her lacking her dodge bonus. She wasn't expecting zombies to cover that much ground that quickly. A dodge-less Dragonfly has a defense of +2. Zombies 5, 6, 8, 9, and 10 hit. Toughness Saves vs. Zombie Attacks (1d20 + 6=13, 1d20 + 6=8, 1d20 + 6=17, 1d20 + 6=10, 1d20 + 6=17) Bruise, stun+bruise, save, stun+bruise, save. Ouch. Invisible castle wasn't kind. Too many to reroll for without burning through all her hero points. Dragonfly picks up three bruises and spends a hero point to immediately shake off the stun. She'll be very happy to get her defense back. No more Distracting for her in this thread, I think.
Fox Posted December 1, 2010 Posted December 1, 2010 Well, they're in melee range anyway. Time to play with her rarely-used toy! Standard Action: Melee Attack Roll vs. Zombie (Spacial Blade) (1d20 + 8 + 3=31) On a minion? Haaate. Wait, no. House rules on crits. ...ahaha. Ahahahaha. WHAAAAHAHAAHAHAHAHAHAH! Ahem. Per the house rules: choosing Alternate Effect for the crit effect. Functionally, she's stunting off her spacial array for free - stripping Penetrating off her spacial blade and trading it for this: Damage 8 (spacial 'blade'; Feats: Takedown Attack 2) [10/16pp] So she's making a critical attack on all the minions around her - or, at least, as many as she can reach at melee with minimum movement. GM's call on how many zombies get snicker-snacked, though it's thematically appropriate to note that her blade does damage but doesn't literally cut things. Unless she specifically turns it to lethal damage, anyway. Move Action: Dragonfly is getting the hell out of dodge. Teleporting to 100 feet away from all threats, or as near to that as she can get without leaving the warehouse. Speaking of dodge, she has her dodge bonus back! Yaaaaay!
Quinn Posted December 1, 2010 Author Posted December 1, 2010 Excellent! And Fox, Rav, and Knight have voted to try their luck on the Bonus Boss even if they block the ritual in time...and they still don't know how long they have! Mwahahahaha! Of course, there is the option to change your mind, if you choose to. Dok, penny for your thoughts? And she takes down one full group of zombies. That's 5.
Quinn Posted December 1, 2010 Author Posted December 1, 2010 Push's turn, and it's Power Stunt time! Shaen's idea, I give full credit, and I'm tweaking my Enhanced Strike and adding a new toy. Strike 10 (Extras: Area [General, Burst], Linked [Trip], Flaws: Action [Full]) [10PP] + Trip 10 (Extras: Area [General, Burst], Linked , Flaws: Action [Full], Range [Touch], Feats: Improved Throw) [6PP] (Kinetic Hammerquake) [16PP]. Mwehehehehehehehee.... Everyone in the area (that'd be the four golems, Dead Head, Dragonfly, Ironclad, the other five zombies, CT is exempt because he's in the air, and the High Priest is up on the podium, so he gets a bye as well) has to make a DC20 Reflex save for 1/2 (general area), then a DC25 Toughness save (or DC20 if they made the Area save) and a contested roll, the lower of their STR+Super-STR or DEX+Acrobatics versus my Trip rank (so 10, or 5 if they made the Area save). If you fail the Trip check, you're knocked prone. Yahoo! Edit: Oh, and I'm invoking Push's complication of "That Building Jumped Out In Front Of Me!".... FUN!
Fox Posted December 1, 2010 Posted December 1, 2010 Reflex Save vs. Area Attack, DC20 (Evasion) (1d20 + 6=10) Sigh. Spending her last hero point to reroll that. Reflex Save REROLL vs. Area Attack, DC20 (Evasion) (1d20 + 6=19) Nnnnope. Toughness Save vs. Push's Area Attack, DC25 (Bruised 3) (1d20 + 6 - 3=5) Well, then. I assume her trip check doesn't matter at that point, as she's quite unconscious. Fail by 20 - Dragonfly's KO'd.
Quinn Posted December 1, 2010 Author Posted December 1, 2010 Ok, let's salvage this...with more destruction! Reflex save (1d20+2=6, 1d20+2=12, 1d20+2=19, 1d20+2=4) - Flesh Golem Reflex Save. All failed. ^w^ -Flesh Golem 1 1d20+9=16 -Flesh Golem 2 1d20+6=22 -Flesh Golem 3 1d20+7=9 -Flesh Golem 4 1d20+8=10 You read it right, two golems KO'd! Other two hit the ground prone, they're down until the next round. Push is also temporarily out cold from way overcharging that shot, courtesy of complication Tank's Running Low. He'll get back up in a couple of rounds...;)
KnightDisciple Posted December 1, 2010 Posted December 1, 2010 Hokay, so. The visible golems are threats that need to go down. Cobalt Templar is going to take a Standard Action and Charge Flesh Golem 1. That gives him a +2 to Attack, and a -2 to Defense. He will also use Power Attack (the free version) for +2 Toughness DC, and -2 Attack (leaving him at his base attack). Attack Roll: 10+7=17 Toughness Save DC is 24 when all is said and done. Move Action to go stand over Dragonfly's prone form. Surging to gain a Standard Action Standard Action to use ranged Blast Attack on Flesh Golem 2. Using All-Out Attack for +2 Attack, and another -2 Defense, bringing Defense to a whopping +1. Also using Power Attack again for +2 Toughness DC, -2 Attack (again leaving him at his normal Attack bonus). Attack Roll: 16+7=23 Again, Toughness Save DC is 24. Both attacks count as Magic, Holy, and Fire. Those are supposed to be on his sheet, but got missed in the last round of edits. They will be added after this month's points award. His Defense is +1, but he's otherwise running normal. I'll be burning an HP next round to get rid of the fatigue from Surging.
Quinn Posted December 1, 2010 Author Posted December 1, 2010 Ok, rolls for the two remaining baddos... 1d20+5=10, 1d20+5=15 O_O. Congrats, Knight. Your hammer-blow pulped the first flesh golem, and the second one is in a right nasty situation right now. Last golem's down for another round, staggered and stunned!
Dr Archeville Posted December 1, 2010 Posted December 1, 2010 Mutt's in the area, too, but since he's flying he's not a target. Reflex save, DC 20 (1d20+6=16) Zombies are not nimble. Toughness save, DC 25 (1d20+15=29) passes! Dex/Acrobatics check, DC 20 (1d20+2=21) :shock: passes! Dead Heads wobble, they don't fall down! Dead Head Free Action: Call out warning to allies Standard Action: Attack Head Cultist (and probably get intercepted by Golem) Attack vs. Head Cultist; All-Out Attack (-2 Defense, +2 Attack) & Power Attack (-2 Attack, +2 Damage); DC 25 Toughness if it hits (1d20+10=14) Mutt Standard Action: Attack Head Cultist (and probably get intercepted by Golem) Attack vs. Head Cultist; All-Out Attack (-2 Defense, +2 Attack) & Power Attack (-2 Attack, +2 Damage); DC 21 Toughness if it hits (1d20+6=17)
Raveled Posted December 1, 2010 Posted December 1, 2010 Clad's Reflex check 1d20+6=26 :shock: Toughness 1d20+9=16 :? S-Str isn't active, so it'd be her Acrobatics modifier 1d20+3=22 Why couldn't I have gotten that for Toughness!?
Quinn Posted December 1, 2010 Author Posted December 1, 2010 To the Dok: Both strikes miss, sorry boss. Well, make that bounce off an arcane ward he's got around himself. Force Field with Impervious 10. Fun!
Quinn Posted December 2, 2010 Author Posted December 2, 2010 Ok, last golem has to spend a full round getting up...which means it's time for ROUND 3! Head Cultist burns another Total Defense action, +4 Defense this turn. Ironclad, you're up.
Quinn Posted December 2, 2010 Author Posted December 2, 2010 Cheat Sheet v.5! 20 -- High Cultist -- uninjured 16 -- Ironclad -- uninjured, 3 HP now 13 -- Dragonfly -- out cold, 0HP 13 -- Push -- out cold/2 more rounds, 4 HP 9 -- Cobalt Templar -- uninjured, 3 HP 9 -- Dead Head -- uninjured, 2 HP 9 -- Mutt -- uninjured, 0 HP (minion, uses DH's HPs) 2 -- Flesh Golem -- 2 injuries
Raveled Posted December 2, 2010 Posted December 2, 2010 Ho-kay, mechanics time! Extra Effort to Stunt Enhanced Strength off her Flight Array gives her E-Str 11. Switching her weapon array to grappling and closing with the last golem. Going full Power Attack and Accurate Attack. With Clad +3 from Master Plan, that makes her Damage Bonus +10 and her Grapple Bonus +15. Grapple! 1d20+15=34 I'm assuming that works. Pick 'em up and throw 'em at the head cultist. Do I need an Att roll for that?
Quinn Posted December 2, 2010 Author Posted December 2, 2010 To hit, yes. Either way, I'm making the golem take a DC 20 Toughness check for flying into something.
Raveled Posted December 2, 2010 Posted December 2, 2010 Ranged attack. Attacking the head cultist with a thrown golem. (1d20+10=14) Reroll, reroll! 1d20+10=13 Le sigh. The dice, they do not want this to be awesome. However, as in the nature of HPs, that becomes 23.
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